<!DOCTYPE html>
<title>Custom Image Upscaling</title>
<meta charset="utf-8" />
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script type="text/javascript" src="https://unpkg.com/canvaskit-wasm@0.34.1/bin/full/canvaskit.js"></script>

<style>
    figcaption {
        max-width: 800px;
    }
</style>

<body>
  <h1>Custom Image Upscaling</h1>

  <div class="slidecontainer">
      <input type="range" min="0" max="1" value="0" step="0.01" class="slider" id="sharpen"
             title="sharpen coefficient: 0 means nearest neighbor.">
      <input type="range" min="0" max="1" value="0.3" step="0.01" class="slider" id="cubic_B"
             title="cubic B">
      <input type="range" min="0" max="1" value="0.3" step="0.01" class="slider" id="cubic_C"
             title="cubic C">
  </div>

  <figure>
    <canvas id=draw width=820 height=820></canvas>
    <figcaption>
        This demo shows off a custom image upscaling algorithm written in SkSL. The algorithm
        can be between nearest neighbor and linear interpolation, depending if the value of the
        sharpen (i.e. the first) slider is 0 or 1, respectively. The upper left quadrant shows
        the results of a 100x zoom in on a 4 pixel by 4 pixel image of random colors with this
        algorithm. The lower left is the same algorithm with a smoothing curve applied.
        <br>
        For comparison, the upper right shows a stock linear interpolation and the lower right
        shows a cubic interpolation with the B and C values controlled by the two remaining
        sliders.
    </figcaption>
  </figure>

</body>

<script type="text/javascript" charset="utf-8">
  const ckLoaded = CanvasKitInit({ locateFile: (file) => 'https://unpkg.com/canvaskit-wasm@0.34.1/bin/full/' + file });

  ckLoaded.then((CanvasKit) => {
    if (!CanvasKit.RuntimeEffect) {
        throw 'Need RuntimeEffect';
    }
    const surface = CanvasKit.MakeCanvasSurface('draw');
    if (!surface) {
      throw 'Could not make surface';
    }

    const prog = `
    uniform shader image;
    uniform float  sharp;  // 1/m    0 --> NN, 1 --> Linear
    uniform float  do_smooth;   // bool

    float2 smooth(float2 t) {
        return t * t * (3.0 - 2.0 * t);
    }

    float2 sharpen(float2 w) {
        return saturate(sharp * (w - 0.5) + 0.5);
    }

    half4 main(float2 p) {
        half4 pa = image.eval(float2(p.x-0.5, p.y-0.5));
        half4 pb = image.eval(float2(p.x+0.5, p.y-0.5));
        half4 pc = image.eval(float2(p.x-0.5, p.y+0.5));
        half4 pd = image.eval(float2(p.x+0.5, p.y+0.5));
        float2 w = sharpen(fract(p + 0.5));
        if (do_smooth > 0) {
            w = smooth(w);
        }
      return mix(mix(pa, pb, w.x), mix(pc, pd, w.x), w.y);
    }
    `;
    const effect = CanvasKit.RuntimeEffect.Make(prog);

    const paint = new CanvasKit.Paint();
    // image is a 4x4 image of 16 random colors. This very small image will be upscaled
    // through various techniques.
    const image = function() {
        const surf = CanvasKit.MakeSurface(4, 4);
        const c = surf.getCanvas();
        for (let y = 0; y < 4; y++) {
            for (let x = 0; x < 4; x++) {
                paint.setColor([Math.random(), Math.random(), Math.random(), 1]);
                c.drawRect(CanvasKit.LTRBRect(x, y, x+1, y+1), paint);
            }
        }
        return surf.makeImageSnapshot();
    }();

    const imageShader = image.makeShaderOptions(CanvasKit.TileMode.Clamp,
                                                CanvasKit.TileMode.Clamp,
                                                CanvasKit.FilterMode.Nearest,
                                                CanvasKit.MipmapMode.None);

    sharpen.oninput = () => { surface.requestAnimationFrame(drawFrame); };
    cubic_B.oninput = () => { surface.requestAnimationFrame(drawFrame); };
    cubic_C.oninput = () => { surface.requestAnimationFrame(drawFrame); };

    const drawFrame = function(canvas) {
        const v = sharpen.valueAsNumber;
        const m = 1/Math.max(v, 0.00001);
        const B = cubic_B.valueAsNumber;
        const C = cubic_C.valueAsNumber;

        canvas.save();
        // Upscale all drawing by 100x; This is big enough to make the differences in technique
        // more obvious.
        const scale = 100;
        canvas.scale(scale, scale);

        // Upper left, draw image using an algorithm (written in SkSL) between nearest neighbor and
        // linear interpolation with no smoothing.
        paint.setShader(effect.makeShaderWithChildren([m, 0], [imageShader], null));
        canvas.drawRect(CanvasKit.LTRBRect(0, 0, 4, 4), paint);

        // Lower left, draw image using an algorithm (written in SkSL) between nearest neighbor and
        // linear interpolation with smoothing enabled.
        canvas.save();
        canvas.translate(0, 4.1);
        paint.setShader(effect.makeShaderWithChildren([m, 1], [imageShader], null));
        canvas.drawRect(CanvasKit.LTRBRect(0, 0, 4, 4), paint);
        canvas.restore();

        // Upper right, draw image with built-in linear interpolation.
        canvas.drawImageOptions(image, 4.1, 0, CanvasKit.FilterMode.Linear, CanvasKit.MipmapMode.None, null);

        // Lower right, draw image with configurable cubic interpolation.
        canvas.drawImageCubic(image, 4.1, 4.1, B, C, null);

        canvas.restore();
    };

    surface.requestAnimationFrame(drawFrame);
  });

</script>
